Akumakaji
Akumakaji
About
- Username
- Akumakaji
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3270511#Comment_3270511
There's definitely more TBH, OP is just bad at listing them.
- Wraith can be lightburned
- Nurse can be lightburned
- Hag flashlights
- Clown yellow bottles
- Plague never cleansing against her.
- Nemesis gives speed boost on first hit.
- Soon to be knight.
By now you aren't listing powers that benefit the survivor anymore, you're just listing powers counters.
-
Don't forget Self-care and Flashlights....oh wait.
-
@HugTheHag said:
Not a long time player here, but here goes !
I've watched a friend stream DbD as both survivor and killer throughout 2021, without really understanding the game. During that same period, other friends were hounding me about playing it, and I'd always answer them the same thing, that I don't like pvp games.
I eventually accepted to buy the game when it was on sale for the anniversary this year, but only to play custom games between us.
But it seemed like a missed opportunity to not bathe in the bloodpoints fest of the event... so I relented and went with them to real games.
My first game, I was obliterated by a Trapper, who apologized for terminating me early in the game and gave a couple of advices.
Next game, a very good Nurse on Midwich notices I'm a baby and lets me practice my skillchecks without killing me, and gives me the escape.
First killer game, I'm completely lost on Midwich, and a survivor comes to guide me around.
I realized that even though the game is pvp and at times people are dumb and mean, there are also plenty of nice players, and I could live with that. =)
Awwww, so wholesome! Lovethat vibe <3
-
@Mooks said:
Have you tried the knight on PTB or at least looked at gameplay on stream/videos?
i would lean towards killer generally as survs are just skins with mediocre perks that you really don’t need. But if you wouldn’t play the knight anyway then of course surv would take priority..
edit: also don’t forget you could buy the whole chapter for money, giving you some exclusive cosmetic which is probably just a small recolor of the survs torso cosmetic piece that you wouldn’t even be able to distinguish to the default one in normal gameplay!
This always makes me a bit sad. I would totally support BHVR and buy the original chapters with hard cash, but I did so with the Portraits chapter, and the Artist got nothing, Jona got a red recolored shirt. I know that it's free stuff, but that still feels a bit lazy.
-
@[Deleted User] said:
How long is a piece of string?
Yes.
-
My first memories are repairing a gen that constantly exploded, like non-stop, no matter what I did, the UI made little sense.
And then when I somehow figured that out, the generators own sounds scared me and made me jump at shadows. For real, we all have no more awareness for that, but the repairing sounds of the gens are squire spooky when you listen in closely.
Oh, and my first killer was a Clown, and he intoxicated and downed my within seconds. It was a very short game. Lol.
-
Hmm ... maybe I have to redact my earlier post ... I now got a game where I got legit 12 hooks, no one went through multiple hook stages and ... oh wait! Two of those hooks were Pyramid Head cages. Sheeesh, aren't cages supposed to work like hooks? So I got 10 hooks and two cages and Devout Emblem is stuck at gold, didn't count any further.
-
@MeanieDeeny said:
Genuinely curious.
I see this happen frequently and I don’t understand it. As soon as they flashlight and realize I have lightborn, they immediately DC or stand there and then suicide on first hook. Why?
Is the game unplayable if you can’t blind the killer?
"I'm about to destroy this man's entire career."
*equips Lightborn*
*Profit*
-
It will be the first new chapter were I got all Survivors and all Killers at P3. Will be interesting to see how that feels, having most builds already available, besides the univeral perks. I got 2.2million saved up to try to prestige The Knight asap and then roll with the punches. I like the concept, I am not stoked by the execution, but I will stay positive and explore things myself.
Exploring is a good bullet point, because I will love to explore the maps and look at all the interesting details without feeling stressed in bot game. But I won't make botting a regular part of my playing regime, I wanna get into it and smash face. But also give hatch :P A bot Dwight will never two-crouch in gratitude.
-
The DH script is the kind of sublte hacking that is very hard to proof and each and every such accusation could indeed just be mad skills or dumb luck. Normally I just write this off as being lucky, but I have seen way, way, WAY too many DHs in the last month that were so perfectly timed that they didn't even show a hint of the dashing animation, that I suspect a good amount of these were scripted.
But whatcha gonna do? I won't be taking videos of each and every game I play, thats way too tedious, so i just shrug and play.
-
I am also convinced that the Deep Rift recolors are a one time only thing and won't come back to the shop after one year.
Maaaaybe, after some rifts we will have a special Rift Event where we can acquire blue colored base outfits for dome characters and get the chance to buy old deep rift outfits for auric cells.
-
@GoodBoyKaru said:
Contrary to popular belief, it is possible for multiple things to be a problem at the same time.
Impossiburu! How can I learn this power?
-
@StickyB said:
I've seen people mention that a nerf to Nurse would be to change her blink attacks from basic attacks to special attacks, does this mean she would be unable to get grabs after blinks? What perks would be no longer strong on her if this were to be the case?
The thing is that Nurses base walking speed is so low (3.85m/s) that she could never ever hit anyone with normal M1 attacks, besides the occasional lunge attack at a survivor that missplayed, that she need her blinks to proc all the fun special perk properties.
But this can make her too oppressive at times. One suggestion that's somewhat middle of the ground is to only count her first blink as a normal attack and the second as a special. This would allow her to use Starstruck or Sloppy, but reward actual skill, and if she needed the second blink to readjust, that window of opportunity closes.
-
DH is now much, much fairer gen before, but it's again on top of the exhaustion perk list, because it can activated when needed and, while more skillfull then ever, lead to lots of lose/lose situations for the killer.
My biggest gripe is how it affects the flow of the game: until someone has revealed their exhaustion perk the killer must assume with each survivor that they got DH, leading to killers hesitating and second guessing every swing. Imagine if you had to carefully approach a gen and do some voodoo every time you start working on a gen for the first time or you risk getting injured, that's about the situation killers are in.
I don't know how to solve this, though. BTW, DH totally disappears once you leave the MMR softcap behind, as the lower skill players just can't get value out of it.
-
@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3270146#Comment_3270146
oh okay i see ^^ Then all is fine. Can be misleading though.
So in conclusion: criticism is welcome and needed to give feedback and improve the game.
-
My idea:
At the start of the trial the Entity sustains all hexes for 1:30s, no dull totems are kit up during this time, but survivors can interact with dulls for any of their own purposes, be it booning, cleansing for powerimf Inner Healing or Overzealous or just for tome challenges.
The killers hexes are in full effect during this time. Then, 1:30min into the trial, The Entities stops its protection and all the killers hexes are transferred to any dull totems on the map, lighting them up. If there are too few dulls remaining at that point, only parts of the killers hexes will remain in effect. The most left perk slots take priority over hexes further to the right in the killers loadout.
-
@Rovend said:
I believe the whole "killer can see the four survivors in lobby" should not be a thing anymore, to be honest.
I would understand this 5 years ago where survivors were much, MUCH stronger with infinite loops, insta heals, insta blinds, old DS, old MoM, etc.
But now killers are clearly stronger than survivors on average. The fact that they can see all four survivors, their items, their prestige, their profile if they are not anonymous, and with all this information they can start using counters before the match even starts feels kinda wrong.
I don't feel "clearly stronger" then most of the survivors that I regularly face, but I get your point.
I guess it's part of the "killer stalking he unsuspecting group of survivors" and for a couple of killers you couldnt effort the survivors knowing who they are facing.
I have become quite used to this and think it adds to the pregame atmosphere.
-
Jessica Nigris female Pyramid Head cosplay with big booboos. Bonus point if its the pink valentines day edition.
-
@HugTheHag said:
Genuine question, but do such teams really count as bullying if there's no BM coming with it ?
I've run into a couple teams of these peculiar fellows when I was a newer killer, with sabos and Breakout and Boil Over, but they never seemed to be any meaner than your average survivor. I don't remember them teabagging or taunting me.
Then again, I usually have insane luck when it comes to going against cool survivors, so it might be that most teams with those builds BM and that I got lucky with those I met. Wouldn't be the first time something like that happened =D
No, just running sabo builds and breakout and stuff is just survivors trying to survive .. and actually by running anything but the most meta builds, which is cool. Getting sabo-ed can feel really tilting, because the survivors are essentially preventing you from getting your just reward for a successful chase, but sabo-ing is really risky. And it should be, but on the other hand it must be somewhat rewarding for the survivors, or they would all just run gen-rushing builds.
But the bully teams usually only have one dedicated gen jockey, while the three others try to torment you as much as possible, while preventing you from gaining any foothold in the game. Its slow, agonizing and you don`t usually get any satisfaction out of such a game, even if you pull of a draw or something. And if you just sulk in a corner they will try to taunt you with scratch marks on the wall and fast vaulting for minutes on end, not exaggerating. They 99% the last three gens and then try to tilt you, just for the lulz.
Such bully squads luckily arent the norm, but they aren't exactly a once in a blue moon occasion, either.
-
@Spare_Them_Mori_Me said:
https://forum.deadbydaylight.com/en/discussion/comment/3269998#Comment_3269998
"Some innocent person to collateral slugging...'
Omg there is not a better line in all these forums than this. Collateral slugging?! Hahahahaha!!!! ty so much for this. < 3
I ... I am glad to be of service ^_- But for real, we should make "collateral slugging" a thing when talking about this stuff.
-
I must admit that I have bleed out some bully squads. My masterpiece was a bully squad that tried everything to tilt me, till I managed to tunnel one player out, who then DCed mere fractions of a second before I hooked them, just to spite me ^^ After that I viciously defended my gens, as they tried to escape, and like clockwork they all DCed once cornered and hauled to their death hook. I guess because they felt that they could effort to wait out the 5min timeout while spectating their friends play, thus weren't really penalized for it.
So I found the last survivor, teased them a bit and drew the down out as long as possible, before I slugged her for 3 1/2min, closed the hatch, then picked her up, went to a hook and ... just stood there. She wriggled free and made a run for one of the exit gates, but due to her evasive maneuvers I made it to the exit and blocked the switch and added two more whole minutes to the SWFs team waiting time.
I think the first dude to DC had to sit there and watch like 15min or something. Was this petty? Oh yes, it was! But it also felt kinda good to serve "them back in kind". I asked them to reconcider their toxic ways for the future, but they just said to f-me and that they I got 4 reports on my hand. Mission accomplished?
But there is also a cautionary tale, once after a slew of games were I got "bullied" I took it out on that Nancy that was "mocking me all game", throwing pallet after pallet in my face and looping me like a young god, making me look like a fool. Well, in the end it was down to just the two of us and I slugged her to let her bleed out, content that I had paid back another wicked bully ... but the fact was, that she hadn't bullied me at all, just played really, really well. She never had t-bagged a single time or even so much at pointed me. That Nancies player showed their irritation in the post game chat and I felt ashamed, for I had become the bully myself.
So after this I decided to be the better person just hook and get over with it. Yes, its fun to pay back the mean bullies a little bit in their own coin, but the chances that you subject some innocent random person to collateral slugging and petty punishment that way, eating in someones precious spare time for nothing, is pretty high, and I can life with letting all the DBD bullies in the world get away anscathed, if I don't slug innocent survivors anymore that just wanted to have some fun.
-
@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/3267189#Comment_3267189
Well, I've never played survivor because it's even more all the things in the game I don't find terribly interesting. I find looping on its own to be about as engaging as an empty fridge, stealth gameplay is something I only ever enjoyed in Thief, and I don't like QTEs. Not much incentive to play that role then, is there?
Well, I don't doubt that there are players like you, but you really are the exception to the rule ^_- More power to you, as I play a lot of killer myself, but most of us killer mains also play a good chunk of survivors and right now I am working on the last unfinished tome, so that alone shows that my split isn't just shallow words.
Both sides have their fun mechanics and playing both definitely makes you better overall, so maybe give it another try with a fresh mindset. You don't need to sneak around all the time, in fact a lot of survivors jump right into your face and try to look you in an unwinable chase, because their looping game is so strong.
-
@Nirgendwohin said:
I think killers feel clunky because survivors only protection is distance (time). if you take away the clunkiness from killer you take away all protection a survivor has.
It would certainly be fun to try giving the survivors an active way to defend themselves but making the killers faster.
New Killer concept: The Athlet, a mime killer. His power? Responsive control, quick reversal of directions and normal FPS response times. Kill rate after 3 month: 84,7%
-
Yeah, it never made sense to me that the developers bottleneck the killers powers by making them either clunky as hell or giving the survivors way, way, WAY more info about the power then the killer, who should be the master of that power.
I hadn't played a FPS for a long time, devoting way too much time to mastering killers in DBD (;D), but when I did I couldn't cope for a while how fluid and responsive the controls were, it was unreal. This just shows how artificial sluggish killer controls for the most part are, to make them "balanced".
And its with nearly every power in the game that the survivors have more knowledge about it and its progress then the killer. Weskers infection? Survivors see its progress, Wesker only binary infected/fully infected. Onryous curse? Survivors see all 7 segments, Onryou only binary cursed/fully condemned. Plagues infection? Survivors see how far it has progressed, Plague only binary infected/fully infected. Spirits phasing? Before 6.1 and for the longest time of the games history IW could 100% counter that power and even now survivors have way more knowledge about spirits whereabouts then the other way around.
I understand that its part of the balancing act, but some of these decisions make for very furstrating experiences. I know that BHVR wants to prevent tunneling ect. but I think that giving the survivors full knowledge over the other sides assets, while deliverately obfuscates that sides access to its own information, is just the wrong way to tackle it. And the Knight is probably the biggest offender in this regard, not only is he blind while using his power, but his power is also fully visible to the survivors the whole time. Yikes...
So either even the playing field and make the survivors fully visible while using the power, or even better: make the orb invisible and silent, letting both sides mindgame and surprise each other. I would also love some qol buff for the Knight, ie while looking at a pallet or gen in front, just tap the alternative power button to send a Guard over there to knock it without having to travel there via spirit orb.
Also, just give in to the popular demands and finally show us survivor hooks. It does more harm then good and is just one more needlessly obfuscated base stat.
-
Here is an idea: introduce a new item, the desinfectant. You can poor it over a gen that you suspect to be harboring an Overcharge or Eruption. This will of course be your item for the match and will take 3-5s, but afterwards you can freely use the gen without fear of getting incapacitated midway. We could probably find a couple more kick perks that could be disabled with it. Maybe Merciless Storm? Or preventing a DMS to throw you off for 25s after its applied?
This gives you counterplay when you know that Eruption is in the game, it is limited, because its an item, and you won't be sporting a toolbox or medkit, so its a choice.
-
@Jungles23 said:
https://forum.deadbydaylight.com/en/discussion/comment/3269789#Comment_3269789
Ok I'm gonna be honest, I don't believe you get half of your escapes through unlocking the hatch
I feel you.
-
@IlliterateGenocide said:
I've never gotten or seen someone escape with a key since the nerfs, remove them from chest yes please
Happened two times to me. Both times I got "lol, gg eeeeeeez. Git gud. Noooooob lol. Rect" in post game chat.
-
How to fix DCs: get a better Internet connection and/or man up.
-
@sizzlingmario4 said:
I'm still only at 4/20 but I haven't used any offerings for RPD.
I refuse to make anyone else play on that map.
That's very honorably of you and I wish I could be hand the person, you are.
-
@Terion said:
Just a short one to read for yall.
There i am doing my daylies, but first i played trapper because i havent played him... i think litteraly in months! Then i did my pig challenge and guess what, trapper daylie shows up after i collected my reward XD
guess ill be back at trapper again for the next one.
I somewhat always get Onryo or Demogorgon. Demo I enjoy, while I am not good at Sadako. She seems to be better then her reputation, when you know how to condemn survivors, and Willi even did a double brown add-on match that got 3 condemnation moris, but that dude is basically married to Sadako and knows her inside out.
-
@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3269506#Comment_3269506
People are sleeping on perks that are not exhaustion or second chance perks,or gives you a fast gen speed like prove thyself.
This perk is much better in soloq than prove thyself,where you have matches you have to do gens alone because your teammates are too ****** and they dont wanna touch gens.
When you finish a gen with your soloQ mates and they jump instantly on the gen 10m away instead of skipping it Deja Vu comes super in handy, allowing you at least a fighting chance to break that budding 3 gen yourself or die trying.
-
@KniQ said:
Ghostface reveal is so broken I m looking at him he is stalking me like myers but still cant reveal :D lmao
How to reveal Ghostface: look at him from the corner of your FOV and right through a TL wall before he even gets a good look at you.
-
@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/3269419#Comment_3269419
Video tape and wires is funny, since if they fail a box skillcheck they become injured early on
And then they whip out their green Med-Kit and 7s heal themselves up before they even hear your terror radius :V
-
@RaSavage42 said:
I can tell you about the game without Eruption...
Survivors will complete every Gen and escape while T-Bagging with not so nice messages in End game chat
With all of the changes made to the regression perks none was for the base game... other then to 10 extra charges per Gen
Killers will be running Pop instead of Eruption
And the forums will be filled with the next "big" topic... Call Of Brine or Overcharge
But let's see.... I wouldn't Killswitch any perk... they all work (some better then others)... none of them are gamebreakingly bugged
So I have some gripes about this comment. While you are not wrong with some general notions, the ones that you can only gain a foothold in higher level plays if you use Eruption is just wrong. If you were right it would mean that a high MMR win would be impossible without Eruption, and that's bogus.
Mind you, high level wins aren't handed to you in any way, but you can win in many ways and the majority of those doesn't need Eruption.
-
Yeah, it's strange, right? The bonus repair speed is negligible, but the info is invaluable, showing you always the three most important gens, thus breaking up a 3 gen becomes much more easy.
As the killer I would literally kill for a reversed version of this perk, and here we are, with the biggest chunk of survivors laughing Deja Vu out of the room for being "babies first perk".
-
@Emeal said:
Do you HAVE to be the exit gate opener AND escaper? or can someone open for you?
Nope. You must open the exit gates yourself and escape. So in the case of a 4man escape only two survivors have a shot at getting a pip om this achievement and that is if you can sneak out both gates. With the number of maps you have a roughly 5% chance to play one of the two maps; if you burn RPD offerings, chances are that the killer suspects foul play and goes in hard, sweating before he might get bullied.
-
I don't know, before 6.1 85% of the survivors ran any combination of DH,BT, IW, DS, seasoned with a few Proof, Spinechill or the very occasional other exhaustion perk. Bully squads were also pretty fond of Head On, but that's it, tja meta was set in stone for years.
On the killer side, of course, BBQ was set in stone basically over the whole roster, but besides that there were loads of different ways to tackle the kill all survivors problem.
Post 6.1 I see way, way, WAY more survivor builds. Of course you will always have meta perks that a majority of the population uses, like DH or Windows or Proof (big uptick here), and the budding meta of Hyperfocus/Stake Out, but on the whole survivor builds are widely varied for the first time in years. DH is (again) the most widespread exhaustion perk by a wide margin in the higher MMR reaches, but all the other e-perks also make regular appearances.
The killer situation post 6.1 is somewhat different, though. For the first time we have an actual killer meta in the likes of the kicking meta, ie CoB/Overcharge/Eruption plus possibly PainRes. Not every killer is running this combo, but it's universally useful with every killer and very oppressive. This is something that I actually don't like. Yes, it's that best combo, and that makes it by definition meta, but you can still run a variety of so many other builds and still be very successful.
My favorite build with my main, Pyramid Head, is an extremely aggressive non-regression build. I use Lethal Pursuer/I am all Ears/Awakened Awareness/ Franklin's Demise and am very successful with it, but it has a high skill ceiling, ie it depends entirely on getting into the first chase ASAP and downing that first survivor before the first gen is done, so that I can interrupt that first pop as long as possible. AA helps a lot with ferreting out sneaky survivors and gives a surprising amount of follow up hits and downs of survivors that thought they were safely hidden and I might substitute it with the Knights gen kicking perk, but as I said, this build only works when you can reliably land your POTD shots and keep the chases short.
-
@TheSubstitute said:
I also noticed when I go to the Steam overlay the achievement progress shows Outbreak Breakout (where I ran out of RPD offerings at 18/20) with a 'So close' comment besides it (probably because it's my last achievement left but still).
It's like the game itself is taunting me...
Ugh. That's just cruel... must be The Entities doing, trying to erode your mental defenses and snatch a piece of that tasty soul.
@TheArbiter said:
Yep after 3 months of playing this is as far as I got
https://us.v-cdn.net/6030815/uploads/U3D8PBBLAWSC/screenshot-28563-29.png
You are doing good! I was basically at the same spot as you and then used up all the RPD badges on all my characters to grind the achievement out. Got 5 blips done on one evening, but it burned me out. Then, the next day gave me two early morning RPD maps back to back, one with an AFK killer, the other with a Baby Wraith. That felt like a gift from heaven and I couldn't believe it when the achievement finally popped.
-
The idea at its core was pretty cool: instead of needing an ultra advanced gaming rig costing 1500+ to play the latest games in highest settings you could just play on your non-gaming laptop while he Heavy lifting was done by the stadia service, but sadly it didn't got any traction.
I think I once looked at it way back and wasn't impressed by the pricing, but I don't know how the things were the last couple of years.
-
Congratulations! Now you are part of the esteemed DBD all achievements club. I know your pain, because I joined just earlier this month myself.
Some of them were really painful, others stupidly grindy, and Outbreak Breakout has the dubious honor to be the only achievement with single digit completion rate, ie not 0.3% of the player base got it, not 0.1%, nooo, 0% flat. Oof. That alone warrants an applause.
-
@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3268719#Comment_3268719
We don't need to buff even more the regression if the incapacitated is nerfed. If one thing is overturned, nerfing it doesn't imply that there needs to be a compensation buff, especially considering the synergy with all other slowdown perks of current meta.
Eruption just needs to be nuked that's it
Lets hope that it doesn't take 6 years, then :P
-
sometimes we just can't have nice things, because of a couple of dumb idiots.
-
@WesCravenFan said:
"We already have perks to encourage killer to go away from hooks"
No, we don't.
We have Make Your Choice, a perk that gives the vulnerable person lots of time to hide, and Devour Hope, which will notoriously get cleansed in the first 45 seconds of the game.
And in the past we got BBQ, a perk that every killer got equipped for the BP bonus and that incentivised them to hook everyone at least once, and as an accidential side-effect killers were shown opportunities after a hook, so they often left and went some direction. BBQ was such a healthy perk, and while I understand the reasoning behind BHVRs decision to uncouple the perk from this general BP wealth (I myself often couldn't bring myself to equip another perk in its slot), it also made the perk way less popular, with all the repercussions.
So I advocate for a base kit mini BBQ where ever I can. Show killers the aura of one survivor after they hooked someone and give them a sizable speedboost if they move in the general direction while out of chase. This should even give M1 killers the means to check that far corner out without shooting themselves in the foot.
We could also give killers a new score event, ie +5k BP if they hook every survivor at least once while all others are still alive. This would give killers a nice reward for not tunneling and7or killing one survivor off early.
On the survivors side, a lot of maps are just aweful and too big, with nasty loops that feed into other nasty loops. Getting spun in such a monstrocity is a sure way to sour the killers moot, even if the survivor did nothing wrong. And maybe we need some kind of dynamic pallet generation. Maybe give each player either an internal +1, 0 or -1 counter, players that are really good at greeding and use very little pallets over the course of a game get +1, players that predrop a lot and use a lot get a -1 and middle of the road survivors get a 0. Depending on the final survivors score the game could adjust the pallets on the map. This is just a rough idea, but there is a clear difference in worth of a pallet with a player in the group who knows how to greed like a merchant and a scared little kitten, so increasing or decreasing that number dynamically could be an option.
-
Its still DH. Even though its much fairer, its again on top of the most played exhaustion perk list by a far margin and AGAIN you have to take it into account in any chase with a survivor who wasn't revealed to you their exhaustion perk. It is baited out much easier then the old version, but there are still a lot of basically lose/lose situations for the killer and I just dislike the fact that you should second guess "can I swing? should I? Should I wait?".
On the killer side there is no such singular offender. Eruption right now is quite overtuned with the long incapacitation, but not that much out of tune that I would killswitch it. Maybe Insidious? That park is just outright bad and the only one who can reliable use it is Bubba facecamping around a corner. I posted my ideas for a much better Insidious a couple of times on the forums and I will leave it at that.
-
How about this: instead of incapacitation it just inflicts you with "Virus Shakes" and everyone afflicted will have Merciless Storm-style skillchecks for 25s with each counting as a failed skill check, but not blocking the generator. If you Hyperfocus your mind, you can pass this, if you mess up, you will fail a lot of skill, either way, you are still in the game and are not relegated to an uninvolved bystander.
-
Iridescent Devout Emblem seems to be attainable again.
-
Even better: bring Franklins. They are also big Goblins for their beamers and can't stant the thought of their precious rotting away on the ground. This leads to so many missplays, risky recoveries, 180°s when they should just W forward away etc. its actually Benny Hills style slapstick comedy.
-
@Trev1979 said:
Played eight matches this morning with six of them being AFK killers. I cannot fathom how this is a problem that hasn't been addressed as from what I can tell its been a longstanding issue that should be easily fixed.
My guess: its right after the grades reset and those players hit Gold 4, ie their cue to smurf hard in order to break through to Iri1 in one go and then play any way they like for the last 3 weeks. Not that I condone this behaviour, but it could all be done away with just putting an end to de-pipping outside of DCing.
-
Thanks Bro, that's very appreciated <3


